Post by Cadic's Devoted on Jun 4, 2008 23:16:44 GMT -5
Player Name:Nick / Cadic's Devoted
Character Name: Sorack Volaren
Aliases: Volaren the Mad, Sanity's Reaper, SoulEater Sorack.
Race: Corrupted Daelkyr Half-Blood
Classes: Monk 7, Soul Eater 10
Alignment: Lawful Evil
Occupation: Abduxeul's Loyal(?) Vassal
Note:Before Slash means if I havent dealt at least 1 negative level yet that day/After slash means If I have dealt a negative level that day.
HP: 209/202 / 243/236
AC: 39/41
Touch: 28/30
Flat-Footed: 34/34
BAB: +12/+7/+2
Grapple: +28/+30
Attack Bonus: Unarmed Strike: +25/+20/+15; Flurry: +24/+24/+19/+14; Buffed Unarmed Strike +27/+22/+17; Buffed Flurry: +26/+26/+21/+16
Damage: 3d8+9+2 Negative Levels 20/x2; Buffed: 3d8+11+2 Negative Levels
Initiative: +5/+7
Speed: 60 ft./x4
Vision Types:
Standard
Darkvision 60 Ft.
BlindSense 30 Ft.
Appearance: TBT
History: TBT
Other Notes:
DR 10/+3
Immunities - Acid, All natural Diseases, Energy Drain, Magic Jar, Trap the Soul, the Malevolence ability of Ghosts, and all forms of Possession.
Known Languages: Common, Daelkyr
2 2 2 4 1 - 11
4 4 4 3 3 - 18
4 3 3 2 1 - 13
4 4 3 2 2 - 15
4 4 3 2 1 - 16
4 1 1 2 1 - 9
4 3 2 2 2 - 13
4 4 4 4 3 - 19
STR: 19+4(Race)+4(Book)+1(Stat)=28 +9 /32 +11
DEX: 18-2(Race)+4(Book)=20 +5 /24 +7
CON: 13+4(Race)+4(Book)+1(Stat)=22 +6 /26 +8
INT: 16+4(Book)=20 +5
WIS: 13-2(Race)+1(Stat)+6(Item)=22 +6
CHA: 15-2(Race)+1(Stat)=14 +2
Fort: +24/+26
Reflex: +22/+24
Will: +23
Feats:
• Alertness (PH 89) : +2 bonus on Listen and Spot checks.
• Improved Trip (PH 96)² : +4 bonus on trip attempts; no attack of opportunity.
• Improved Unarmed Strike (PH 96)² : Considered armed even when unarmed.
• Improved Grapple (PH 95)² : +4 bonus on grapple checks; no attack
of opportunity.
• Deflect Arrows (PH 93) : Deflect one ranged attack per round.
• Weapon Focus (PH 102) (Unarmed Strike) : +1 bonus on attack rolls
with selected weapon.
• Superior Unarmed Strike (ToB 33) : Deal Greater Unarmed Damage.
• Monastic Training (ECS 57)² : Multiclass with monk levels
• Symbiont Mastery (MoE 51) : +4 bonus on Will saves to control symbiont, +2 hp per symbiont.
• Darkstalker (LoM 179) : Hide from creatures with extraordinary senses.
• Hollow (CoD 43) : You are immune to energy draining, magic jar, and trap the soul; the malevolence ability of ghosts; and all forms of possession."
Flaws: N/A
Skills:
Struck through skills are ones that this character is incapable of using, feel free to copy my chart via the glories of "Quote" for use in your own characters if you like.
Abilities:
Disruptive Attack(Su): When attacking uncorrupted, Living, Corporeal, non-outsiders deal extra vile damage equal to 1/2 HD
Enhanced Power(Su): Save DCs of all special attacks is increased by 4
Fast Healing(Ex): Gain Fast Healing equal to Half HD
Increased Damage: The damage die used when attacking with Natural attacks is increased by one die.
Personal Symbiont (Ex): You were born with a symbiont and can regrow a personal symbiont in 2d4 days if your Select Personal Symbiot dies.
Symbiont Dependency (Ex): You take 1 point of Con damage every 24 hrs. you go without contact with a symbiont.
Unbalanced Mind (Ex): Any creature that attempts to read your thoughts, or in any way attempt to study your mind, must make a will save (DC 25) or be dazed for 1 round.
• Favored Class: Rogue
–– CLASS ABILITIES ––
• Proficient with Club, Heavy Crossbow, Light Crossbow, Dagger, handaxe, Javelin, Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham, Sling, Unarmed Strike.
• Armor Restriction: If wearing ANY armor or carrying a shield, you lose your Wisdom bonus to AC, fast movement and flurry of blows abilities.
• AC Bonus(Ex): Add +7 AC; this bonus is not lost unless you are immobilized or helpless, wearing armor, carrying a shield or carrying a medium/heavy load.
• Flurry of Blows(Ex): As a full attack, you may make one extra attack(s) All attacks made in the round suffer a –1 penalty.
• Evasion(Ex): On a successful Reflex save against a magical attack,
you take no damage.
• Fast Movement(Ex): Your speed increases (limited by armor and encumbrance)
• Still Mind(Ex): +2 to save against Enchantment spells and effects.
• Ki Strike(Su): Your unarmed attacks are treated as magic weapons.
• Slow Fall(Ex): As long as a wall is within arm's reach, you take damage from a fall as if it were 30 feet shorter.
• Purity of Body(Ex): Immune to all diseases except supernatural and magical diseases.
• Wholeness of Body(Su): You can heal your own wounds, up to 14 points per day.
• Energy Drain(Su): You gain the ability to drain energy, bestowing
negative levels upon your victims. Your touch bestows 2 negative level(s).
• Soul Strength(Su): When you use your energy drain ability, you gain a +4 enhancement bonus to Strength for 24 hours.
• Soul Blast(Su): When you use your energy drain ability, you can project a 100-foot ray of force that deals 10d6 damage against one target. The target is allowed a reflex save to avoid the damage (DC 26). This supernatural ability can be used once per day and only on a day when you have drained levels.
• Soul Enhancement(Su): When you use your energy drain ability, you gain a +2 enhancement bonus on all saving throws, ability checks and skill checks for 24 hours. This bonus stacks with any enhancement bonuses gained to ability scores that applies to saves or checks.
• Soul Endurance(Su): When you use your energy drain ability, you gain a +4 enhancement bonus to Constitution for 24 hours.
• Soul Radiance(Su): If you completely drain a creature of energy, you may adopt the creature's soul radiance, taking the victim's form, appearance, and abilities (as the shapechange spell) for 24 hours.
• Soul Agility(Su): When you use your energy drain ability, you gain
a +4 enhancement bonus to Dexterity for 24 hours.
• Soul Slave(Su): If you completely drain a creature of energy, the
victim becomes a Wight under the command of the soul eater.
• Soul Power(Su): After you have drained energy, all spell-like and
supernatural abilities gain a +2 bonus to their saving throw DC for
24 hours. Further, any and all spell-like or supernatural abilities
you possess may be used twice as often as normal during that 24 hour period.
Spell Like Abilities: N/A
Invocations: N/A
Equipment
Weapon:
Body: Ghost Shroud
Head:
Face: Crystal Mask of Dread
Neck: Periapt of Wis +6
Arms: Bracers of Armor +7
Hands:
Feet:
Back:
Torso: Vest of Resistance +5
Waist: Monk's Belt
Rings: Ring of Protection +5, Ring of Sustenance
• Grafts(Ex):
¤ Fast Leg: Increases your speed by 10 when not wearing heavy armor or carrying heavy loads and grants a +5 competence bonus on Climb and Jump checks.
¤ Glaring Eye: Your eye color has changed, a slitted pupil and no eye lid, But you have immunity to magic sleep effects, a +2 bonus on
Search and Spot checks, and Blindsense out to 30'.
Inventory: Bag of Holding Type I, 1000 GP worth of Random Adventuring Equipment. Breed Leech
Other: Book of Str +4, Book of Dex +4, Book of Con +4, Book of Int +4, Book of Wis +4
Money: 2000 GP carried mostly in gold, a few plat, a few copper, a few silver.
Languages: Common, Daelkyr, Abyssal, Draconic, Infernal
Character Name: Sorack Volaren
Aliases: Volaren the Mad, Sanity's Reaper, SoulEater Sorack.
Race: Corrupted Daelkyr Half-Blood
Classes: Monk 7, Soul Eater 10
Alignment: Lawful Evil
Occupation: Abduxeul's Loyal(?) Vassal
Note:Before Slash means if I havent dealt at least 1 negative level yet that day/After slash means If I have dealt a negative level that day.
HP: 209/202 / 243/236
AC: 39/41
Touch: 28/30
Flat-Footed: 34/34
BAB: +12/+7/+2
Grapple: +28/+30
Attack Bonus: Unarmed Strike: +25/+20/+15; Flurry: +24/+24/+19/+14; Buffed Unarmed Strike +27/+22/+17; Buffed Flurry: +26/+26/+21/+16
Damage: 3d8+9+2 Negative Levels 20/x2; Buffed: 3d8+11+2 Negative Levels
Initiative: +5/+7
Speed: 60 ft./x4
Vision Types:
Standard
Darkvision 60 Ft.
BlindSense 30 Ft.
Appearance: TBT
History: TBT
Other Notes:
DR 10/+3
Immunities - Acid, All natural Diseases, Energy Drain, Magic Jar, Trap the Soul, the Malevolence ability of Ghosts, and all forms of Possession.
Known Languages: Common, Daelkyr
2 2 2 4 1 - 11
4 4 4 3 3 - 18
4 3 3 2 1 - 13
4 4 3 2 2 - 15
4 4 3 2 1 - 16
4 1 1 2 1 - 9
4 3 2 2 2 - 13
4 4 4 4 3 - 19
STR: 19+4(Race)+4(Book)+1(Stat)=28 +9 /32 +11
DEX: 18-2(Race)+4(Book)=20 +5 /24 +7
CON: 13+4(Race)+4(Book)+1(Stat)=22 +6 /26 +8
INT: 16+4(Book)=20 +5
WIS: 13-2(Race)+1(Stat)+6(Item)=22 +6
CHA: 15-2(Race)+1(Stat)=14 +2
Fort: +24/+26
Reflex: +22/+24
Will: +23
Feats:
• Alertness (PH 89) : +2 bonus on Listen and Spot checks.
• Improved Trip (PH 96)² : +4 bonus on trip attempts; no attack of opportunity.
• Improved Unarmed Strike (PH 96)² : Considered armed even when unarmed.
• Improved Grapple (PH 95)² : +4 bonus on grapple checks; no attack
of opportunity.
• Deflect Arrows (PH 93) : Deflect one ranged attack per round.
• Weapon Focus (PH 102) (Unarmed Strike) : +1 bonus on attack rolls
with selected weapon.
• Superior Unarmed Strike (ToB 33) : Deal Greater Unarmed Damage.
• Monastic Training (ECS 57)² : Multiclass with monk levels
• Symbiont Mastery (MoE 51) : +4 bonus on Will saves to control symbiont, +2 hp per symbiont.
• Darkstalker (LoM 179) : Hide from creatures with extraordinary senses.
• Hollow (CoD 43) : You are immune to energy draining, magic jar, and trap the soul; the malevolence ability of ghosts; and all forms of possession."
Flaws: N/A
Skills:
Skill | Modifier |
Appraise | +5 |
Balance | +17 |
Bluff | +2 |
Climb | +14 |
Concentration | +6 |
Craft ( ) | +5 |
Craft ( ) | +5 |
Craft ( ) | +5 |
Diplomacy | +2 |
Disable Device | +5 |
Disguise | +2 |
Escape Artist | +5 |
Forgery | +5 |
Gather Information | +2 |
Heal | +6 |
Hide | +25 |
Intimidate | +32 |
Jump | +43 |
Knowledge (Arcana) | +7 |
Listen | +28 |
Move Silently | +25 |
Ride | +5 |
Search | +17 |
Sense Motive | +6 |
Spot | +30 |
Survival | +6 |
Swim | +9 |
Tumble | +17 |
Use Rope | +5 |
Struck through skills are ones that this character is incapable of using, feel free to copy my chart via the glories of "Quote" for use in your own characters if you like.
Abilities:
Disruptive Attack(Su): When attacking uncorrupted, Living, Corporeal, non-outsiders deal extra vile damage equal to 1/2 HD
Enhanced Power(Su): Save DCs of all special attacks is increased by 4
Fast Healing(Ex): Gain Fast Healing equal to Half HD
Increased Damage: The damage die used when attacking with Natural attacks is increased by one die.
Personal Symbiont (Ex): You were born with a symbiont and can regrow a personal symbiont in 2d4 days if your Select Personal Symbiot dies.
Symbiont Dependency (Ex): You take 1 point of Con damage every 24 hrs. you go without contact with a symbiont.
Unbalanced Mind (Ex): Any creature that attempts to read your thoughts, or in any way attempt to study your mind, must make a will save (DC 25) or be dazed for 1 round.
• Favored Class: Rogue
–– CLASS ABILITIES ––
• Proficient with Club, Heavy Crossbow, Light Crossbow, Dagger, handaxe, Javelin, Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham, Sling, Unarmed Strike.
• Armor Restriction: If wearing ANY armor or carrying a shield, you lose your Wisdom bonus to AC, fast movement and flurry of blows abilities.
• AC Bonus(Ex): Add +7 AC; this bonus is not lost unless you are immobilized or helpless, wearing armor, carrying a shield or carrying a medium/heavy load.
• Flurry of Blows(Ex): As a full attack, you may make one extra attack(s) All attacks made in the round suffer a –1 penalty.
• Evasion(Ex): On a successful Reflex save against a magical attack,
you take no damage.
• Fast Movement(Ex): Your speed increases (limited by armor and encumbrance)
• Still Mind(Ex): +2 to save against Enchantment spells and effects.
• Ki Strike(Su): Your unarmed attacks are treated as magic weapons.
• Slow Fall(Ex): As long as a wall is within arm's reach, you take damage from a fall as if it were 30 feet shorter.
• Purity of Body(Ex): Immune to all diseases except supernatural and magical diseases.
• Wholeness of Body(Su): You can heal your own wounds, up to 14 points per day.
• Energy Drain(Su): You gain the ability to drain energy, bestowing
negative levels upon your victims. Your touch bestows 2 negative level(s).
• Soul Strength(Su): When you use your energy drain ability, you gain a +4 enhancement bonus to Strength for 24 hours.
• Soul Blast(Su): When you use your energy drain ability, you can project a 100-foot ray of force that deals 10d6 damage against one target. The target is allowed a reflex save to avoid the damage (DC 26). This supernatural ability can be used once per day and only on a day when you have drained levels.
• Soul Enhancement(Su): When you use your energy drain ability, you gain a +2 enhancement bonus on all saving throws, ability checks and skill checks for 24 hours. This bonus stacks with any enhancement bonuses gained to ability scores that applies to saves or checks.
• Soul Endurance(Su): When you use your energy drain ability, you gain a +4 enhancement bonus to Constitution for 24 hours.
• Soul Radiance(Su): If you completely drain a creature of energy, you may adopt the creature's soul radiance, taking the victim's form, appearance, and abilities (as the shapechange spell) for 24 hours.
• Soul Agility(Su): When you use your energy drain ability, you gain
a +4 enhancement bonus to Dexterity for 24 hours.
• Soul Slave(Su): If you completely drain a creature of energy, the
victim becomes a Wight under the command of the soul eater.
• Soul Power(Su): After you have drained energy, all spell-like and
supernatural abilities gain a +2 bonus to their saving throw DC for
24 hours. Further, any and all spell-like or supernatural abilities
you possess may be used twice as often as normal during that 24 hour period.
Spell Like Abilities: N/A
Invocations: N/A
Equipment
Weapon:
Body: Ghost Shroud
Head:
Face: Crystal Mask of Dread
Neck: Periapt of Wis +6
Arms: Bracers of Armor +7
Hands:
Feet:
Back:
Torso: Vest of Resistance +5
Waist: Monk's Belt
Rings: Ring of Protection +5, Ring of Sustenance
• Grafts(Ex):
¤ Fast Leg: Increases your speed by 10 when not wearing heavy armor or carrying heavy loads and grants a +5 competence bonus on Climb and Jump checks.
¤ Glaring Eye: Your eye color has changed, a slitted pupil and no eye lid, But you have immunity to magic sleep effects, a +2 bonus on
Search and Spot checks, and Blindsense out to 30'.
Inventory: Bag of Holding Type I, 1000 GP worth of Random Adventuring Equipment. Breed Leech
Other: Book of Str +4, Book of Dex +4, Book of Con +4, Book of Int +4, Book of Wis +4
Money: 2000 GP carried mostly in gold, a few plat, a few copper, a few silver.
Languages: Common, Daelkyr, Abyssal, Draconic, Infernal